Standing jab. Whiffs on all characters crouching hitbox except for Tager. Used mostly as combo filler. Can combo into every normal. Same proration as his 2A. Not very effective as a pressure tool because of vertical reach and slightly slower startup than most of the characters. Throw cancelable.

Relius's main poke to start combos and pressure with. Has a large amount of priority due to its range, hitbox, and startup. Extends his hitbox on the last active frame. Being it has a farther horizontal hitbox than the majority of his moves you have less options for followup at max range.

Staple crouching jab. Hits mid. Slower than his 5A by 1F but faster in recovery by 1F. Same startup speed as the majority of the cast. Throw cancelable. The +1 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. The proration on this won't really mess up your combo route, but it will hurt the damage.

Relius's only ground overhead that doesn't use Ignis. Doesn't gatling into any other normals. Can only special cancel into Id Lauger (236C), supers, astral or use Ignis D normals to followup. Forces crouch on ground hit. Pulls opponent in on hit. The particular overhead is one of the slowest and easy to to see overheads in the game. It will work in certain situations using Ignis to distract or to setup a frame trap with. Common followup is 6D, 2D, or Id Lauger (236C).

3 hit move that hits mid. The longer you hold down A the longer it stays active. If you hold down A the whole time Relius is in the air, the move will remain active until he lands. Not much use other than combo-filler. It's OK as a jump in but will wiff on all crouchers rising (but it will land one hit on crouching Tager).

Downward drill followup to j236C that tracks the opponent. Your main midscreen air combo ender. Can also be used mid-combo, but landing followups depends on the opponent's height and proration. Can cancel into other specials and Ignis normals while she is floating back to Relius.

Ignis is summond behind the opponent and performs a slashing move. Staggers on CH. Good against zoning attempts but can leave Relius vulnerable. Can cancel into other specials and Ignis normals while she is floating back to Relius.

Ignis advances forward and performs a 3 hit 'dance'. Removes one primer. Good for oki and mixup but uses a lot of meter if she isn't already summoned. OTG's and hits opponents out of rolls. Leads to huge damage.

Ignis is summoned behind Relius and performs a low yo-yo type blade attack that hits 8 times. Only hits low on the first hit that comes into contact with the opponent (hit or block). Breaks one primer.

Ignis is summoned in front of Relius and performs a downward drill attack that looks a lot like the j236C > j214B followup, only this doesn't track the opponent. Last hit removes a primer. No real use other than to cover yourself while falling towards the opponent or stop your momentum.

Relius summons a number of gears from the ground and creates a field that hits the opponent in place. Invulnerable on startup so it can be used as a reversal, but it is unsafe on block. Active hitbox doesn't have much height so the opponent can bait the reversal with a safe jump. Does very little damage. Relius can move and perform moves while the distortion is active. 1~10F is fully invincible. Projectile property. 25% minimum damage. 370F heat gain cooldown. Hitting with 1st attack will initiate the rest of the attacks. 31F hitstop.

Relius's astral that has a different ending animation depending on the character. Can be combo'd into from the majority of his normals. With no Ignis cost you can easily add it in to the end of a long combo if you meet all the other requirements. 1F~43F after superflash is fully invincible. Heat Gauge is used up on superflash. Ignis has super armor throughout the animation.

While Relius has very solid pressure with the help of Ignis, his mixup can be quite mediocre in comparison. It is because of this that a very important aspect of offense with Relius is taking risks during your pressure in order to bait your opponent into mashing when you can land a counter hit with Ignis. Relius has many normals that are very unsafe by themselves or even if canceled into a special, and it is because of this that an opponent might be tempted to punish you for using such moves. When Ignis is out, a properly timed 6D can catch the opponent's punish attempt and give you a combo of your own. Punishes such as this might lead to your opponent respecting what would normally be unsafe pressure, as they would be weary of getting punished by a 6D.

Relius' combos are not too complicated and are rather straightforward, but can lead to a variety of different setups on oki. The following are all examples of potential oki options:

Mid-screen after j236C > j214B

dash 5B (beats tech roll forward)

doll 6D (beats tech roll back but will not meaty)

doll 2D (keeps them in place after neutral tech and beats mashing)

Flying jA or 4D can keep them in place after jumping, but nothing will 100% beat jump

Corner after 4D:

Walk back 3C > Neutral Jump Un-summon > falling jC (Beats forward roll out of the corner and at the right distances will safe-jump reversals. With forward jump you can meaty jC but it will lose to reversals.)

Walk forward into the corner 3C > 214C (Beats back roll out of the corner but late neutral tech will dodge 214C.)

Walk forward into the corner 214C > dash 236A or jump over (Really good ambiguous cross-up, destroys inputs and Relius cannot be thrown, loses to late neutral tech and roll out of the corner.)

3C > 236C > 214C (Pushes you away from the corner at a distance that makes you safe against reversals and beats forward tech out of the corner. Good for baiting counter-assaults and bursts as well. Against Ragna/Tager/Hakumen you can hit them with a rising jC and the 214C will combo.)

Setups with Relius are not just limited to oki. The following are examples of setups that can be done after a combo, during pressure, or even in the middle of a combo:

After a Vol Tedo (632146D) mid-screen, do a Val Lyra (214B) to get a easy followup hit on the opponent's wakeup as Ignis will be hidden off the screen.

During a Id Naiads (j.236C > j.214B) if you land early enough you can air throw them while they are still getting hit.

During the final hits of Duo Bios (236236D) you can forward throw for a easy green throw.

During blockstrings, after a 2D, dash and delay a forward throw for a easy green throw setup.

During Duo Bios (236236D) mid-screen do extra attacks to break the hitstun, forcing the person to block and give you a chance to setup a mixup for more damage than you would of got off of the normal Duo Bios (236236D) followup.

On defense, Relius has a few options but they are generally situational. He in invulnerable to all attacks except for throws during 236A, but can still be punished during the recovery. If Ignis is out, a 6D or 2D can be used to make 236A safe if the opponent blocks, and can even lead to pressure of your own. However Ignis is not always out during the opponent's pressure, so this option is not always available. Relius can also use his distortions as reversals, though only 632146C has invincibility from frame one, and they are all unsafe on block with the exception of 236236D. If 236236D is used to get out of pressure, it will usually lead to a combo or pressure of your own unless the opponent manages to avoid it entirely. Even this option is not completely reliable, as it requires 50 heat to use and does not have frame 1 invincibility, although a trade with 236236D will almost always end up in your favor. Counter assaults are also another helpful tool to getting out of pressure, though they cost 50 heat as well and can still be baited. Relius' counter assault also does not have the best range (the same hitbox as 5C), so be careful when using it to ensure that it connects with your opponent.